A3. Door Control: Trusted player, should open the door between the electric chair and rageatorium, and close the tipping point and the potion room off. Locking a confirmed town in the panic room would be nice. This room can give a player supreme jailkeeper powers, potentially isolating up to 6 players, both protecting them and preventing them from using night abilities. The rooms that can be shut off this way follows: A) Panic room, 1 door, B) Move Checker, 2 doors, C)War Room, 2 doors, D) Electric Chair, 3 doors, E) Party Room, 2 doors, and F)Security Room, 1 door.
D3. Secluded Villa: Interrogation chamber. Players must summarize everything that happened in the Villa upon exiting the room. This gives the full town full disclosure. For these idiots who thinks this room means a neighborhood- let me give you a hint- public neighborhoods is worthless.
E2. Party Room: Unimportant, but there shouldn’t be a party hosted here. It makes players be able to skip around the map too quickly. Another alternative usage can be: One player goes to the door control, another goes to start a party. Close the party room off, then have everyone jump to the party, including the door controller- YAY, we got a normal mafia game without odd mechanics. I’m not sure abut enacting this plan because there’s oh so many ways this can go wrong. A possibility is doing this within the later stages of the game.
E3. Rageatorium: Not important. May be risky, for example, if a townie is at L-1, scum can catapult him to the Rageatorium if somebody in there is voting him for the sneaky private quickhammer. I propose that players in here must only vote for others who is already in the room, or take their votes off if a player nears L-1.
E4. Electric Chair: Extra day lynch. Must be used with the consent of the town.
E5. Security Room: A trusted player should be here, and he must report in full all information received in this room. This player basically acts as a watcher. A mafia watcher may be very harmful so use this room carefully.
F1. Panic Room: Confirmed town players in here, nobody else allowed in. Anybody nonconfirmed going in here should be forced out ASAP. Mafia can try to use their moves to trick us in thinking somebody is going for this room. WIFOM abounds. Tread carefully.
F2. Monastery: Nontrusted players, or a confirmed player racing to the panic room. Probably the room for people with too many chits (purple?). Not sure how to abuse this room.
F3. Nexus: Not important. People need to get out of the Nexus as soon as possible.
F4. The Switch: The switch should be thrown only based on majority decision from the whole town. If not, all players in the room at the time somebody got shocked needs to be lynched, until scum is found.
G2. Move Checker: The player here has to report accurately information gained, each time he gets it. If information is false, he is lynched. If town, the person who lied should be lynched.
G3. Campfire: Nontrusted players. The campfire is a powerful tool, but we need to figure out the optimal usage of it. I’m not sure how to do this.
G4. War Room: Trusted players can stay here, everyone else should move through the nexus. I personally do not think people should be allowed to gain any purple chits.
H3. Tipping Point: This room should not be used. Deadline shortening, both gives mafia advantage, and hurts the town.
I3. Potion Room: This room should not be used. Things can go horribly bad if misused.
We should have 2 lynches a day. (1 using the electric room). I suggest the terminology-
We should aim to end the day within 9 rounds, because mafia gets advantages past that number of rounds.
That’s all I could figure out.
I’m planning to be at the Campfire at the day’s end. I want to try it and see what happens. Since I’ll only need 2 chits to do that, I’ll offer up my chits to help anybody else move wherever they want to be.